C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

You can catch the criminals by running over them or is it just random/skill promotion based that a battle starts when you enter a plot where a criminal is in? So only way is to have buildings or police units on build up investigate to make the criminals visible and then attack them?
 
Basically yes. When you get your 1st Watcher units build 2. 1 given the command Crime fighting, the other given Inspection. As the game progress keep adding the selected area of promotions to the "specialized" area you have chosen for your Watcher units.

And I have found it is Better to Not build the Exile Crime fighting building early game. This "Crime Fighting" building is worse for your cities crime fighting than Not having it at all until after you have 2nd or 3rd tier Watcher units.

JosEPh
 
And I have found it is Better to Not build the Exile Crime fighting building early game. This "Crime Fighting" building is worse for your cities crime fighting than Not having it at all until after you have 2nd or 3rd tier Watcher units.
You said that elsewhere recently and I wanted to comment. How is this a bad thing? Barbarian exiles that spawn SHOULD be remembering the nation they spawned from and be unable to enter that nation, so it SHOULD only be sending barb criminals out to plague neighbors they are lucky enough to reach. If its not working like that, I have a bug to fix.
 
You can catch the criminals by running over them or is it just random/skill promotion based that a battle starts when you enter a plot where a criminal is in? So only way is to have buildings or police units on build up investigate to make the criminals visible and then attack them?

Once the criminals are visible, law enforcement units on the same plot will (should if all is working properly) get an arrest option, which is basically allowing them to attack a visible criminal on the same plot (even potentially your own criminals can be arrested if they are in wanted status.)
 
So will there be always a battle when you enter a plot with a military unit where a criminal is in or only sometimes? Can you run arround to look for criminals with military units and find them?

Yes i dont build the exil building also never, looks like it spawns criminals, revolution said BAD: Thiefs Hideout (Unsanctioned). I think that happens when a criminal is in the city. Crime is going up in citys where exile building is in when they spawn something i think, i removed the exile building with Ctrl + A, then some time later it disapeared, maybe the criminal moved out.
 
You said that elsewhere recently and I wanted to comment. How is this a bad thing? Barbarian exiles that spawn SHOULD be remembering the nation they spawned from and be unable to enter that nation, so it SHOULD only be sending barb criminals out to plague neighbors they are lucky enough to reach. If its not working like that, I have a bug to fix.

All I can do is report what I see during play. And my play tells/shows me it's more beneficial for my game not to build the Exile Crime fighting building. As for it remembering what "nation" the exile comes from how can you tell? I can't. And with Not building it I don't get exiles running wild early game. If that is not how you intended it to work then yeah you probably have a bug...or 2. And you probably did not see it because you use all your Combat Mod and Associated Options while testing and I don't.

Realistically you add the components (more modding than playing)and I do the play (more play then modding). I would say just from the complexity of your Projects that you have very little play time invested. How could you? You don't have the free time I do. And you have plenty of followers for your mod components to get feedback from. I, on the other hand, don't really care nor really want to use most of your mod components because they like Rev do not fit my preferred style of play.

I'll give you an example, our Pbem games, one of which Revolutions is On. You have stated that you have had some revolt situations/instability during our play. And yet I, the one who does not use Rev but on the rarest of occasions, have not had a single instance where I have even had a Hint of any problem from Rev instability. Go figure.

Overly complex options does not equate in all instances to Good or Fun game play. This is the area where we differ the most in our playing and modding philosophies. I'm basically saying we see things differently, which we've both said before. :)

My early game plays better without using the Exile building. What more can I say?

JosEPh
 
So will there be always a battle when you enter a plot with a military unit where a criminal is in or only sometimes? Can you run arround to look for criminals with military units and find them?
You can attack criminals with military units but not when the criminals are inside a city. Only a law enforcement unit using arrest or another criminal using assassinate can engage a criminal in a city. Even during war. You also have to be able to see an enemy unit to attack it. Criminals are usually good at avoiding that.

Yes i dont build the exil building also never, looks like it spawns criminals,
It does, but helpful ones, even if they aren't yours... at least that's the intent and I'm trying to figure out from Joe's experiences if they are working as intended.
revolution said BAD: Thiefs Hideout (Unsanctioned). I think that happens when a criminal is in the city.
That building is a Thief's Hideout that has come about due to high crime. It will vanish when crime gets low enough. It will exacerbate crime and potentially spawn thieves. It does have a few minor benefits, such as giving criminals that you train a little more XP, but that's a very double edged bonus since it also gives that XP to barb spawning criminals.

The concept is this, when YOU build a Bandit's Hideout, YOUR civilization's leadership is behind it, even if the criminals that frequent the place don't realize the state is pulling the strings. This gives YOU the ability to train criminal units and get some secret income from the operation.

However, the Unsanctioned versions are NOT under your state's control and nothing more than internal enemies of the state.


Crime is going up in citys where exile building is in when they spawn something i think, i removed the exile building with Ctrl + A, then some time later it disapeared, maybe the criminal moved out.
They won't move out voluntarily based on current AI.


All I can do is report what I see during play. And my play tells/shows me it's more beneficial for my game not to build the Exile Crime fighting building. As for it remembering what "nation" the exile comes from how can you tell? I can't.
You can't. But the code can. It remembers the nation that spawned the unit and should be keeping the unit from being able to enter your borders. It's an exile after all. The people know him and know he's not to be allowed here.

At least, that is, if the coding is working as inteded. You would know it isn't working as intended if you are getting exiles spawning inside your city as a result of having the Exile Practices Building, which should actually be less likely because it helps to fight crime.

And with Not building it I don't get exiles running wild early game.
That would be intended that you inadvertently are sending out barb exiles to be problems for other nations. This confirmation is a good sign that it's working properly, because Exiles that weren't expelled from the nation would simply sit in the cities in which they spawn, like other spawning criminals. What you may not have realized is how many of those you were seeing in the wilderness were unable to enter your own borders.

If that is not how you intended it to work then yeah you probably have a bug...or 2. And you probably did not see it because you use all your Combat Mod and Associated Options while testing and I don't.
Those would have no bearing on the feature under discussion.

Realistically you add the components (more modding than playing)and I do the play (more play then modding). I would say just from the complexity of your Projects that you have very little play time invested. How could you? You don't have the free time I do. And you have plenty of followers for your mod components to get feedback from. I, on the other hand, don't really care nor really want to use most of your mod components because they like Rev do not fit my preferred style of play.
Do we really need to drift into this kind of discussion? What are you trying to achieve?

I'll give you an example, our Pbem games, one of which Revolutions is On. You have stated that you have had some revolt situations/instability during our play. And yet I, the one who does not use Rev but on the rarest of occasions, have not had a single instance where I have even had a Hint of any problem from Rev instability. Go figure.
Pretty sure I just had a bout of bad luck. It was during the starvation period and since then I haven't had any problems.

Overly complex options does not equate in all instances to Good or Fun game play. This is the area where we differ the most in our playing and modding philosophies. I'm basically saying we see things differently, which we've both said before. :)
I don't enjoy complexity for complexity's sake. I enjoy deeper strategy. There's a big difference there. Nothing more than strength vs strength gets boring after a while.

My early game plays better without using the Exile building. What more can I say?
You answered some things I was asking.
 
Ok, and one time i entered a plot with some military units and there was a battle with a thief, so sometimes there is a random battle and the criminal is found, but thats ok, so it will not happen every time when you enter a plot where a criminal/thief is in.
 
Turn 602 AI TEST: Ok check this save file... go and look into the AI citys, only problems i see so far are egypt making -29 gold and Hamurabi/Babylon has no gold left and is on STRIKE but hes still building units like hell, maybe hes at war with egypt? Montezuma sucks a bit, has a lot of units and loosing gold. Rest of the AI looks good so far.
 

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Ok, and one time i entered a plot with some military units and there was a battle with a thief, so sometimes there is a random battle and the criminal is found, but thats ok, so it will not happen every time when you enter a plot where a criminal/thief is in.
That's a stealth defense. The thief was set to autoattack any unit that moved into his space.

Stealth defense is a toggleable status. It can also be obtained by a buildup that represents preparing the ambush to get as much benefit out of the attack as possible. It can be quite lethal but it can also set the unit up to bite off more than it can chew as it's not the one really deciding who it will attack.

Turn 602 AI TEST: Ok check this save file... go and look into the AI citys, only problems i see so far are egypt making -29 gold and Hamurabi/Babylon has no gold left and is on STRIKE but hes still building units like hell, maybe hes at war with egypt? Montezuma sucks a bit, has a lot of units and loosing gold. Rest of the AI looks good so far.

Known longstanding issue. The AI collapses strategically when it hits a strike. Always has. Will take a lot of work to resolve someday.
 
So maybe when i put in my variable that made the AI conserve gold instead of building units it may work? The change i did some time before...? I keep gaming this game and will monitor if hamurabi can come back later in game or if he will die and we will see how long the other AI may survive.
 
I think this AI problem can be fixed easy in two ways:

1. Teach the AI if they have 0 gold they should delete all of there build list, clean the build queue and dont build any military units when they have 0 or - gold.

or

2. Make it so that the player and the AI cant build any military unit when the player or the AI has 0 or - gold.

If you dont have any gold/cash, you cant draft troops.
 
Also there is a loop problem for the AI, it may take gold from the AI, every some turns montezuma gets "abatis lost... fall apart because of poor funding" So he always build a abatis in the field and loos it some turns later i think. Maybe you can fix that.

Screenshot... look the log text upper center.

And there is a animal bug, the Musk Ox is attacking like a preadator every time but is a green peacefull flag unit.
 

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Now that I presume you've played a bit more, are you still able to confirm that criminals are emerging in cities that have no existing crime levels?

It would be useful if all the discussions on criminals etc. made after the above post in this thread were moved to the main forums. :mischief:

Not everyone looks at the "Maps & Scenarios" threads.
 
Also there is a loop problem for the AI, it may take gold from the AI, every some turns montezuma gets "abatis lost... fall apart because of poor funding" So he always build a abatis in the field and loos it some turns later i think. Maybe you can fix that.

Screenshot... look the log text upper center.

It is an event. There is one for each stage of the fortifications in the field. It should be rare.
 
I think this AI problem can be fixed easy in two ways:

1. Teach the AI if they have 0 gold they should delete all of there build list, clean the build queue and dont build any military units when they have 0 or - gold.

or

2. Make it so that the player and the AI cant build any military unit when the player or the AI has 0 or - gold.

If you dont have any gold/cash, you cant draft troops.
Those fixes aren't as easy as they sound. The code is very scattered on this matter. Log the problem by posting a synopsis of it in the bug thread and I'll attempt to address it when I can. The 90% adjustment you tend to make could keep the AI from being so likely to reach strike to begin with, but it won't stop the way they behave once they are there and it will slow down their will to grow.

And there is a animal bug, the Musk Ox is attacking like a preadator every time but is a green peacefull flag unit.
Not a bug. The teams are not what determine whether an animal is peaceful or not. It determines where the animal stands in the natural order. Some 'prey' creatures can be very aggressive even though they don't hunt.

The division between animals is to enable us to encapsulate the conflicts within the animal kingdom when peace among NPCs is not on.

It would be useful if all the discussions on criminals etc. made after the above post in this thread were moved to the main forums. :mischief:

Not everyone looks at the "Maps & Scenarios" threads.
Most of what I revealed here was intended to be backwater info. I don't want to TELL folks about the hidden benefits in spawning barb exiles because I want players to figure it out. When they do, they'll feel that joy of discovery and feel like they've joined an elite group of folks that have made this determination.
 
It is an event. There is one for each stage of the fortifications in the field. It should be rare.

Happens every 5 to 15 turns for montezuma, and i think this happens when you dont have a military in the fortification. So the AI may build it but dont put troops in.

@Thunderbrd

So Musk Ox allways attacks, maybe he should have the black animal flag, no other animal with green flag attacks always. (Reckless animals is on)

Hmm i dont think making the AI to conserve a bit gold that it will keep them from growing, it only will keep em away from building to mutch military units they cant pay. The AI will build more buildings then. But you see some of the AI goes to lesser wealth when needed, maybe that will only happen when they are at war with another civ, so they keep building troops, whatever it cost.
 
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